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Armoire à outils modèle 3D

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Licence Libre de DroitsToutes les utilisations prolongées
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Garantie du meilleur prix
Fonctionne hors de la boîte
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Caractéristiques

  • Géométriepolygonal_quads/tris
  • Des polygones989
  • Sommets1,224
  • Les texturesYes
  • GrééNo
  • AniméNo
  • Prêt pour l'impression 3DNo
  • Jeu Prêt (low poly)No
  • UV mappéYes
  • UV non emballésoverlapping

Formats et fichiers

3ds Max
(.max)
22 MB

default_scanline
toolcabinet_2016_max.zip
FBX
(.fbx)
22 MB

toolcabinet_fbx.zip
OBJ
(.obj)
22 MB

toolcabinet_obj.zip
OBJ
130 MB

toolcabinet_psd.zip
OBJ
17 MB

toolcabinet_highpoly.zip

La description

Tool Cabinet is a high quality, low poly asset originally modeled in 3DS Max 2015. The normal map was baked from a high poly model, making this product look very detailed without using many polygons. This product is intended for game/real time/background use. This model is not intended for subdivision. The main renders and wireframes were done in Marmoset Toolbag 2. ||SPECS|| Low Poly Model (1 Object) || Geometry || 1956 Tris 989 Polys 1224 Verts Polygons are all quads or tris, no n-gons Model unwrapped manually to make most efficient use of the UV space Model scaled to approximate real world size (inches) Approximate dimensions: W:47'' x L:21'' x H:40'' Model centered at the origin All materials and objects named appropriately Tested in the Unreal Engine 4 Tested in Marmoset Toolbag No special plug-ins needed to use this product .obj and .fbx versions exported from 3ds Max 2016 || Textures || -2048x2048 diffuse, specular, gloss, metalness, normal and AO (ambient occlusion) maps -Textures designed for physically based rendering (PBR) -Textures in .tga format -Model texture paths are stripped -a Photosohp .psd with a color ID map, curvature map and more also included to make editing the texture easier. || Bonus || The high poly model used to bake the texture maps is also included as a separate download upon purchase of this product. * Unfortunately there's no universal standard for normal map orientation between game engines. If the normals don't look correct try inverting the green and/or red channels of the normal map in an image editor. Unreal Engine 4 and Source Engine will need the green channel inverted.
Oct 03, 2019 date ajoutée
Feb 05, 2022 dernière mise à jour

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